private void CbUpgradeLevel(UnityGMClient.EUPGRADELEVELResult retCode, UnityGMClient.CEquipItem equip) { string lg = "[CbUpgradeLevel][retCode=" + retCode.ToString() + "]"; Log(lg); switch (retCode) { case UnityGMClient.EUPGRADELEVELResult.EUPGRADELEVEL_RESUlT_SUCCESS: { GC.CHelper.showMsg("强化装备成功!"); } break; case UnityGMClient.EUPGRADELEVELResult.EUPGRADELEVEL_RESUlT_EQUIP_NOT_EXIST: { GC.CHelper.showMsg("装备不存在!"); } break; case UnityGMClient.EUPGRADELEVELResult.EUPGRADELEVEL_RESUlT_GOLD_LIMIT: { GC.CHelper.showMsg("金币不足!"); } break; case UnityGMClient.EUPGRADELEVELResult.EUPGRADELEVEL_RESUlT_LEVEL_LIMIT: { GC.CHelper.showMsg("达到强化等级上限!"); } break; case UnityGMClient.EUPGRADELEVELResult.EUPGRADELEVEL_RESUlT_METARIAL_LIMIT: { GC.CHelper.showMsg("材料不足!"); } break; case UnityGMClient.EUPGRADELEVELResult.EUPGRADELEVEL_RESUlT_FAIL: { GC.CHelper.showMsg("强化失败!"); } break; default: break; } if (retCode != UnityGMClient.EUPGRADELEVELResult.EUPGRADELEVEL_RESUlT_SUCCESS) { return; } lg = equip.getLogString(); Log(lg); }
private void CBNextAddLevelEquip(UnityGMClient.EGetNextAddLevelEquipResult retCode, UnityGMClient.CEquipItem equip) { string lg = "[CBNextAddLevelEquip][retCode=" + retCode.ToString() + "]"; Log(lg); if (retCode != UnityGMClient.EGetNextAddLevelEquipResult.EGETEQUIP_RESULT_SUCCESS) { return; } string logs = equip.getLogString(); Log(logs); }
private void CBChangeGemStatus(UnityGMClient.EGemUpdateStatusResult retCode, UnityGMClient.CEquipItem equipItem) { string lg = "[CbSaveOperation][retCode=" + retCode.ToString() + "]"; Log(lg); if (retCode != UnityGMClient.EGemUpdateStatusResult.EGEM_UPDATESTATUS_RESULT_SUCCESS) { return; } string logs = equipItem.getLogString(); Log(logs); }
private void CbGetEquipItem(UnityGMClient.EGetEquipItemResult retCode, UnityGMClient.CEquipItem equipItem) { string lg = "[CbGetEquipItem][retCode=" + retCode.ToString() + "]"; Log(lg); if (retCode != UnityGMClient.EGetEquipItemResult.EGETEQUIPITEM_RESUlT_SUCCESS) { return; } string logs = equipItem.getLogString(); Log(logs); }
private void CbResetAttr(UnityGMClient.EResetAttrResult retCode, UnityGMClient.CEquipItem equip) { string lg = "[CbEquipData][retCode=" + retCode.ToString() + "]"; Log(lg); if (retCode != UnityGMClient.EResetAttrResult.ERESETATTR_RESULT_SUCCESS) { return; } string equipData = equip.getLogString(); Log(equipData); }
private void CbUpgradeQuality(UnityGMClient.EUpgradeQualityResult retCode, UnityGMClient.CEquipItem equip) { string lg = "[CbUpgradeQuality][retCode=" + retCode.ToString() + "]"; Log(lg); switch (retCode) { case UnityGMClient.EUpgradeQualityResult.EUPGRADEQUALITY_RESUlT_SUCCESS: { GC.CHelper.showMsg("熔炼成功!"); } break; case UnityGMClient.EUpgradeQualityResult.EUPGRADEQUALITY_RESUlT_FAIL: { GC.CHelper.showMsg("熔炼失败!"); } break; default: break; } lg = equip.getLogString(); Log(lg); }